Guest deleted187826421 Posted September 4, 2023 Share Posted September 4, 2023 Final Update: After a week of trial and error, hitting roadblocks, and getting driven mad by ChatGPT's braindead suggestions, I actually managed to solve it. Now the items show the proper attribute multiplier, strength multiplier, and 'Dexterity Multiplier'. I'm not a coder, and this was my first ever attempt to modify a game. I actually spent more time on this project than actually playing the game. However, it is what it is. Thank you to everyone who replied with suggestions (even though they were not helpful) for at least trying to help.Image4 Link to comment Share on other sites More sharing options...
HollownessDevoured Posted September 4, 2023 Share Posted September 4, 2023 Glad you got it sorted but mentioning what the problem was could help others in the future. To be fair, the suggestions give may not have solved the problem, but it helps find out what the problem isn't, which can be helpful generally speaking. Link to comment Share on other sites More sharing options...
Guest deleted187826421 Posted September 7, 2023 Share Posted September 7, 2023 Glad you got it sorted but mentioning what the problem was could help others in the future. To be fair, the suggestions give may not have solved the problem, but it helps find out what the problem isn't, which can be helpful generally speaking.The problem was that game didn't recognize newly added modifiers without apparently defining them in the corresponding scripts. Along with everything I did, when I fixed the scripts, it worked. However I had to modify the core files to make it work. Now I'm wondering if there is a way to accomplish the same result without touching the core talk table and script files.I had to edit 2 header scripts. Because they are headers they don't get compiled and become .ncs files, yet making changes in those headers via the toolset makes the changes take effect in-game. What I mean is; I cannot just create .ncs versions of these header scripts and add them into the override folder. Even when I tried that option, it didn't work. Link to comment Share on other sites More sharing options...
HollownessDevoured Posted September 8, 2023 Share Posted September 8, 2023 (edited) _h scripts don't need to be compiled they are used/read as .nss files. You should be able to use a module talk table and not rely on the single player/core versions. I am starting to get more comfortable with scripts, but I am still very much self taught. If you are adding a custom scripts you need to use with PRCSCR. Edited September 8, 2023 by HollownessDevoured Link to comment Share on other sites More sharing options...
Guest deleted187826421 Posted September 8, 2023 Share Posted September 8, 2023 (edited) _h scripts don't need to be compiled they are used/read as .nss files. You should be able to use a module talk table and not rely on the single player/core versions. I am starting to get more comfortable with scripts, but I am still very much self taught. If you are adding a custom scripts you need to use with PRCSCR. Thanks for responding and keeping my hope alive to solve this issue. I have three questions: a) I'm trying to edit 2 header files, (I'm basically adding 2 extra lines and modifying 1 line in them.) so I can put edited .nss versions of these scripts in the \...\Documents\...\packages\core\override folder and game will recognize them? b) About the talk tables. When I insert the new String IDs into my module's talk table and export them, for some reason it doesn't work. Do I export just the added strings as "strings.tlk" or export the entire talk tables as MyModuleName_en-us.tlk? Do I also place either one of them in \...\Documents\...\packages\core\override folder? Either way I cannot get them to be recognized by the game. c) Also what is the difference between exported talk tables in \...\Documents\...\AddIns\MyModule\module\override and \...\Documents\...\AddIns\MyModule\core\override ? This talk table concept drives me crazy. It'd be great if you could explain these to me in detail. Thanks in advance. Edited September 8, 2023 by Vesper94 Link to comment Share on other sites More sharing options...
Pasquale1223 Posted September 8, 2023 Share Posted September 8, 2023 _h scripts don't need to be compiled they are used/read as .nss files.It is true that _h files are "header" or "include" files and are not compiled to become executables by themselves. - however - They are source code. They are sourced into other files when they are compiled and when they are changed the other files that include them and *do* compile into executables need to be re-compiled for the changes to take effect. I am starting to get more comfortable with scripts, but I am still very much self taught. If you are adding a custom scripts you need to use with PRCSCR.That depends on the script and what it is designed to do. PRCSCR scripts are primarily intended to alter areas when they are loaded. Link to comment Share on other sites More sharing options...
Guest deleted187826421 Posted September 9, 2023 Share Posted September 9, 2023 It is true that _h files are "header" or "include" files and are not compiled to become executables by themselves.- however - They are source code. They are sourced into other files when they are compiled and when they are changed the other files that include them and *do* compile into executables need to be re-compiled for the changes to take effect. If they need to be re-compiled, how does editing and saving headers via toolset causes the changes that are made in headers appear in the game? Does the toolset re-compile every script together when you make a change in the headers? Link to comment Share on other sites More sharing options...
HollownessDevoured Posted September 9, 2023 Share Posted September 9, 2023 a) It should be recognized in that location. I personally place all my edited ncs/nss files in that override folder.b) MyModuleName_en-us.tlk/MyModuleName_c_en.tlkc) Module talk tables are just split into 2 one MyModuleName_c_en-us.tlk the other MyModuleName_en-us.tlk. It just seems to be how they get exported. It seems that each talk table type handles different types of strings. I believe because the vanilla game has some strings set as core and other as single player, example vanilla tends to have GUI, item names and descriptions, sound sets, etc are under core (Core) and dialogue, creature name, creature descriptions, etc. under Single Player (Module). I just don't think it makes sense when making custom talktables because it is less strings/info. But I would keep both in case deleting one breaks your talktables. Link to comment Share on other sites More sharing options...
HollownessDevoured Posted September 9, 2023 Share Posted September 9, 2023 (edited) I am starting to get more comfortable with scripts, but I am still very much self taught. If you are adding a custom scripts you need to use with PRCSCR.That depends on the script and what it is designed to do. PRCSCR scripts are primarily intended to alter areas when they are loaded. True but you can use "any", it depends on the script and what you are trying to achieve. I am just trying to think of alternate ways to use a script for the OP. Edit: example Dain's plus heal fix... the fixbaseheal.ncs file void main() { object[] arParty = GetPartyPoolList(); int i; for (i = 0; i < GetArraySize(arParty); i++) SetCreatureProperty(arParty[i], 51, 100.0, PROPERTY_VALUE_BASE); } the prcscr_plusheal.gda file line 892314240 any fixbaseheal Edited September 9, 2023 by HollownessDevoured Link to comment Share on other sites More sharing options...
HollownessDevoured Posted September 9, 2023 Share Posted September 9, 2023 If they need to be re-compiled, how does editing and saving headers via toolset causes the changes that are made in headers appear in the game? Does the toolset re-compile every script together when you make a change in the headers? I have been making my own constant_h and function_h scripts recent for area scripts. When I compile the area file, if I have an error in the include scripts it will tell me (which is helpful for me to find out it I renamed something wrong or if I have broken script). It just makes sure that all the scripts (in the toolset) are pulling up the correct constants and functions when you compile. Link to comment Share on other sites More sharing options...
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